Star Wars: The Old Republic outlines crafting changes in its next expansion

    
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Wait a moment, I'm out of inventory space.
Everything in Star Wars: The Old Republic is changing in a big way when Knights of the Fallen Empire launches, and that includes crafting mechanics. A new entry on the official site explains the ways in which crafting is going to change, and it doesn’t include any rank upgrades. Instead, existing crafts are being rearranged, and progression is being split into eight tiers based on level bands.

All green crafted items are being removed, with all items being of at least blue quality or higher; reverse engineering will no longer give a random chance of better items, instead offering an upgraded version of the item you disassemble. Additionally, all crafted armor will be made Adaptive rather than having fixed armor weights. Biochem stimulants will no longer be reusable, armor upgrades and augments are being changed, and several other mechanical alterations are being put into the game. Check out the full explanation for an overview of the shifts, and get ready to experience more streamlined and comprehensible crafting mechanics.

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Lasse David Sand
Guest
Lasse David Sand

Polyanna Worst thing is that Artificers don’t even get their enhancements archived because enhancements are moved to Cybertech, but the archive isn’t moving with it. Neither my Cybertech nor my Artificer now have all those purple enhancement schematics I RE’d so hard for. Same goes for my armorings. And this actually matters because they are still the best grade of enhancements and armorings you can craft!

Lasse David Sand
Guest
Lasse David Sand

Polyanna If only … Unfortunately it’s the other way around. Cybertech, Armstech, and Armormech use the same materials, but their components don’t stack, so that’s 2 materials turning into 3 components – and you can’t even make the components before you need them because the component works only for one crafting skill.
Also, about the steady supply: In your example, the components people put on GTN are made from materials bought from the GTN, so that means an equally smaller supply of materials. The ONLY change (besides the excess inventory clutter) is that there’s another time-consuming step in the crafting process. Worst game update ever.

camelotcrusade
Guest
camelotcrusade

Theo454 I’m with you.  First the cooldown changed to once a fight, and now it’s just done.  I only solo and duo this game, so these nerfs just annoy me.  Of course, I realize they have to accommodate other playstyles, but it seems to me they could have implemented a fix that keeps the old ones usable for the solo and PVE crowd.  Such as they work when the PVP flag is off for example.  That said give gamers an inch and everyone wants a mile, so I get it, but it doesn’t mean I have to like it.

Theo454
Guest
Theo454

I’m not happy the biochem reusable stims are going away. Feels like a major nerf. Those were the whole reason I got into biochem with my characters. Now I’m very tempted to drop biochem and replace it with some other skill.

Estranged
Guest
Estranged

Why rush to end game anyway?

Estranged
Guest
Estranged

Yeah, I’m wondering how well the mat conversion is going to work. Also, didn’t think about the recipes I have never used or sold.

Estranged
Guest
Estranged

Yeah. Same boat. Looking forward to crafting raid gear, minus raid buffs. First in my MMO career.

Estranged
Guest
Estranged

I like it. The only reason I have leveled crafting to this point was when conquest went into play. Just leveled using conquest items. Now we have another way to level to end game crafting without wasting mats and our time.

Estranged
Guest
Estranged

Perhaps the addition of enhancements will cushion the blow for cybertech.

Estranged
Guest
Estranged

Yep. Told Eric once in the forums I would craft if it is was worth my time. Otherwise, I farm.
Only been using crafting for conquest items. Well Eric buddy, I craft now.